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Publish WeightProgramBench: 317 training games and 5 held-out MinAtar tasks
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from dataclasses import dataclass
import numpy as np
HORIZON = 400
FRAMES_PER_STEP = 4
DIRECTIONS = ((1, 0), (0.7, 0.7), (0, 1), (-0.7, 0.7),
(-1, 0), (-0.7, -0.7), (0, -1), (0.7, -0.7))
@dataclass
class Mover:
x: float
y: float
direction: int
def move(self, speed: float) -> None:
dx, dy = DIRECTIONS[self.direction]
self.x += speed * dx
self.y += speed * dy
def inside(self, low: float, high: float) -> bool:
return low <= self.x <= high and low <= self.y <= high
def clamp(self) -> None:
self.x = min(90, max(9, self.x))
self.y = min(90, max(9, self.y))
def touches(self, other: "Mover") -> bool:
return abs(self.x - other.x) < 5 and abs(self.y - other.y) < 5
@dataclass
class Cate(Mover):
entering: bool = True
class CatePEnvironment:
score_cap = 100
def __init__(self, sticky_action_prob: float = 0.1, horizon: int = HORIZON):
self.sticky_action_prob = sticky_action_prob
self.horizon = min(horizon, HORIZON)
self.seed(0)
self.reset()
def seed(self, seed: int) -> None:
self.random = np.random.default_rng(seed)
def reset(self) -> None:
self.steps = self.wave_count = self.wave_timer = 0
self.multiplier = 1
self.pressed = self.terminal = False
self.player = Mover(50, 50, 0)
self.shot: Mover | None = None
self.entrance: Mover | None = None
self.newest: Cate | None = None
self.cates: list[Cate] = []
@classmethod
def normalize_score(cls, score: float) -> float:
return min(max(score, 0), cls.score_cap) / cls.score_cap
def act(self, action: int) -> tuple[float, bool]:
if self.terminal:
return 0.0, True
pressed = self.pressed if self.random.random() < self.sticky_action_prob else action == 5
tap = pressed and not self.pressed
self.pressed = pressed
self.steps += 1
reward = 0
for frame in range(FRAMES_PER_STEP):
reward += self._advance_frame(tap and frame == 0)
if self.terminal:
break
self.terminal |= self.steps >= self.horizon
return float(reward), self.terminal
def _advance_frame(self, tap: bool) -> int:
player = self.player
if tap or not player.inside(9, 90):
if tap and self.shot is None:
self.shot = Mover(player.x, player.y, player.direction)
self.multiplier = 1
player.clamp()
player.direction = (player.direction + 2) % 8
player.move(0.2)
if self.shot is not None:
if self.shot.inside(9, 91):
self.shot.move(1.5)
else:
self.shot = None
self._spawn()
survivors = []
reward = 0
for cate in self.cates:
cate.move(0.2)
if cate.entering:
cate.entering = not cate.inside(9, 90)
elif not cate.inside(9, 90):
corner = not 9 <= cate.x <= 90 and not 9 <= cate.y <= 90
cate.direction = (cate.direction + (4 if corner else 3)) % 8
cate.clamp()
if self.shot is not None and cate.touches(self.shot):
reward += self.multiplier
self.multiplier += 1
if self.newest is cate:
self.newest = None
else:
self.terminal |= cate.touches(player)
survivors.append(cate)
self.cates = survivors
return reward
def _spawn(self) -> None:
if self.wave_timer <= 0:
direction = int(self.random.integers(4)) * 2
offset = self.random.uniform(9, 90)
x, y = ((-3, offset), (offset, -3), (103, offset), (offset, 103))[direction // 2]
self.entrance = Mover(x, y, direction)
self.wave_count = int(self.random.integers(5, 9))
self.wave_timer = int(self.random.integers(60, 91))
if self.wave_count == 0:
self.wave_timer -= 1
if self.newest is not None and self.newest.inside(3, 97):
self.newest = None
if self.wave_count and self.newest is None and self.entrance is not None:
self.newest = Cate(self.entrance.x, self.entrance.y, self.entrance.direction)
self.cates.append(self.newest)
self.wave_count -= 1
def state(self) -> np.ndarray:
state = np.zeros((10, 10, 6), dtype=bool)
for channel, movers in ((0, [self.player]), (1, self.cates), (2, [self.shot])):
for mover in movers:
if mover is not None and mover.inside(0, 99.999):
row, col = int(mover.y) // 10, int(mover.x) // 10
state[row, col, channel] = True
if isinstance(mover, Cate):
state[row, col, 3] |= mover.entering
state[(0, 9), :, 4] = True
state[:, (0, 9), 4] = True
for row, value in enumerate((self.steps, self.player.direction, self.multiplier,
self.shot.direction if self.shot is not None else 0)):
for bit in range(9):
state[row, bit, 5] = bool(value & (1 << bit))
state[9, 0, 5] = self.pressed
return state